DragonNest/Tools/Shaders/BakeTerrainLightMap.fx
Cussrro 243fadee1d 1
2024-12-26 14:04:28 +08:00

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//////////////////////////////////////////////////////////////////////////////////////////////
// World Mat Param
//////////////////////////////////////////////////////////////////////////////////////////////
float4x4 g_WorldViewProjMat : WORLDVIEWPROJ;
float4x4 g_WorldViewMat : WORLDVIEW;
//////////////////////////////////////////////////////////////////////////////////////////////
// Shared Param
//////////////////////////////////////////////////////////////////////////////////////////////
shared float4x4 g_ProjMat : PROJECTION;
//////////////////////////////////////////////////////////////////////////////////////////////
// Global Param
//////////////////////////////////////////////////////////////////////////////////////////////
float4 g_LightAmbient : LIGHTAMBIENT;
int g_DirLightCount : DIRLIGHTCOUNT;
float3 g_DirLightDirection[ 5 ] : DIRLIGHTDIRECTION;
float4 g_DirLightDiffuse[ 5 ] : DIRLIGHTDIFFUSE;
#define LIGHTMAP_SAVE_SCALE 0.5f
#define MATERIAL_AMBIENT float4( 0.682f, 0.682f, 0.682f, 1.0f )
#define MATERIAL_DIFFUSE float4( 0.682f, 0.682f, 0.682f, 1.0f )
//////////////////////////////////////////////////////////////////////////////////////////////
// Custom Param
//////////////////////////////////////////////////////////////////////////////////////////////
float g_fSlopeBias : SLOPEBIAS;
float4x4 g_BakeLightViewProjMat : BAKELIGHTVIEWPROJMAT;
texture2D g_LightMapTex : SHADOWMAPTEXTURE;
sampler2D g_LightMapSampler = sampler_state
{
Texture = < g_LightMapTex >;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Mirror;
AddressV = Mirror;
};
texture2D g_DiffuseTex : DIFFUSETEXTURE
<
string UIName = "Diffuse Texture";
>;
sampler2D g_DiffuseSampler = sampler_state
{
texture = < g_DiffuseTex >;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
};
//////////////////////////////////////////////////////////////////////////////////////////////
// Vertex Buffer Declaration
//////////////////////////////////////////////////////////////////////////////////////////////
struct VertexInput
{
float3 Position : POSITION;
float3 Normal : NORMAL;
float2 TexCoord0 : TEXCOORD0;
};
struct VertexOutput
{
float4 Position : POSITION;
float2 TexCoord0 : TEXCOORD0;
float2 TexCoordDiffuse : TEXCOORD1;
};
struct VertexInputBlur
{
float3 Position : POSITION;
float2 TexCoord0 : TEXCOORD0;
};
struct VertexOutputBlur
{
float4 Position : POSITION;
float2 TexCoord0 : TEXCOORD0;
};
struct VertexBakeInput
{
float3 Position : POSITION;
float3 Normal : NORMAL;
};
struct VertexBakeOutput
{
float4 Position : POSITION;
float4 Color : TEXCOORD1;
float4 LightSpacePos : TEXCOORD2;
};
//////////////////////////////////////////////////////////////////////////////////////////////
// Start Vertex Shader
//////////////////////////////////////////////////////////////////////////////////////////////
VertexOutput ShadowVS( VertexInput Input )
{
VertexOutput Output;
float3 BiasPosition;
BiasPosition = Input.Position - Input.Normal * g_fSlopeBias;
Output.Position = mul( float4( BiasPosition.xyz, 1.0f ), g_WorldViewProjMat );
Output.TexCoordDiffuse = Input.TexCoord0;
Output.TexCoord0 = Output.Position.zw;
return Output;
}
VertexBakeOutput BakeLightMapVS( VertexBakeInput Input )
{
VertexBakeOutput Output;
Output.Position = mul( float4( Input.Position.xyz, 1.0f ), g_WorldViewProjMat );
Output.Position.y = -Output.Position.y;
float3 WorldViewNormal = mul( Input.Normal, g_WorldViewMat );
float4 DiffuseLight = float4( 0.0f, 0.0f, 0.0f, 1.0f );
for( int i = 0; i < g_DirLightCount; i++ )
{
DiffuseLight.xyz += g_DirLightDiffuse[ i ].xyz * max( 0 , dot( WorldViewNormal, -g_DirLightDirection[ i ] ) );
}
Output.Color = ( DiffuseLight * MATERIAL_DIFFUSE ) * LIGHTMAP_SAVE_SCALE;
Output.LightSpacePos = mul( float4( Input.Position.xyz, 1.0f ) , g_BakeLightViewProjMat );
return Output;
}
VertexOutputBlur BlurLightMapVS( VertexInputBlur Input )
{
VertexOutputBlur Output;
Output.Position = float4( Input.Position, 1.0f );
Output.TexCoord0 = Input.TexCoord0;
return Output;
}
//////////////////////////////////////////////////////////////////////////////////////////////
// Start Pixel Shader
//////////////////////////////////////////////////////////////////////////////////////////////
float4 ShadowPS( VertexOutput Input ) : COLOR
{
float4 DiffuseTex = tex2D( g_DiffuseSampler, Input.TexCoordDiffuse );
clip( DiffuseTex.a - 0.5f ); // <20><><EFBFBD><EFBFBD> D3DRS_ALPHAREF<45><46> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 0x80<38><30><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ؼ<EFBFBD> <20>ϵ<EFBFBD><CFB5>ڵ<EFBFBD><DAB5><EFBFBD> <20><><EFBFBD>̴<EFBFBD> <20><><EFBFBD>߿<EFBFBD> <20>Ķ<EFBFBD><C4B6><EFBFBD><EFBFBD>ͷ<EFBFBD> <20>޴<EFBFBD><DEB4><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
float fDepth = Input.TexCoord0.x / Input.TexCoord0.y;
return float4( fDepth, fDepth, fDepth, DiffuseTex.a );
}
float4 BakeLightMapPS( VertexBakeOutput Input ) : COLOR
{
float2 fShadowMapCoord = Input.LightSpacePos.xy / Input.LightSpacePos.w * 0.5f + float2( 0.5f, 0.5f );
fShadowMapCoord.y = 1.0f - fShadowMapCoord.y;
float4 fShadowValue = Input.Color;
if( tex2D( g_LightMapSampler, fShadowMapCoord ).x < ( Input.LightSpacePos.z / Input.LightSpacePos.w ) )
{
fShadowValue = float4( 0.0f, 0.0f, 0.0f, 1.0f );
}
fShadowValue.a = 1.0f;
return fShadowValue;
}
float4 BlurLightMapPS( VertexOutputBlur Input ) : COLOR0
{
return tex2D( g_LightMapSampler, Input.TexCoord0 );
}
//////////////////////////////////////////////////////////////////////////////////////////////
// Start Technique
//////////////////////////////////////////////////////////////////////////////////////////////
technique ShadowTech
{
pass p0
{
VertexShader = compile vs_2_0 ShadowVS();
PixelShader = compile ps_2_0 ShadowPS();
}
}
technique BakeLightMapTech
{
pass p0
{
VertexShader = compile vs_2_0 BakeLightMapVS();
PixelShader = compile ps_2_0 BakeLightMapPS();
}
}
technique BlurLightMapTech
{
pass p0
{
VertexShader = compile vs_2_0 BlurLightMapVS();
PixelShader = compile ps_2_0 BlurLightMapPS();
}
}